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1.
近年来,国内动漫市场发展得如火如荼,各大院校顺应市场需求纷纷开设动画及相关专业,《Flash动画制作》是其关键课程之一。然而,绝大部分毕业生的Flash动画创作能力未能很好地满足市场需求,根本原因在于Flash动画创作心智技能的缺失。要提高Flash动画创作能力,首先需要了解Flash动画创作心智技能的内涵及其构成,本文对其内涵做出界定,而后采用问卷调查法探讨该心智技能的主要构成,得出该心智技能由构思技能、设计技能和制作技能三部分构成。  相似文献   
2.
The perceptual and cognitive processing demands involved in comprehending complex animations can pose considerable challenges to learners. There is a tendency for learners to extract information that is highly perceptually salient but neglect less conspicuous information of crucial relevance to the building of a quality mental model. This study investigated the effectiveness of self-generated drawing for learning from an animation illustrating a scientific phenomenon, the so-called “Newton’s Cradle.” Participants were 199 students in grade seven, randomly assigned to three experimental conditions: self-generated drawing, traced/copied drawing, and no drawing. All participants were asked to produce an explanation of the animation for both immediate and delayed posttests. The results revealed the superiority of self-generated drawing in supporting animation comprehension at both testing times compared to the other two conditions, which did not differ from each other. In addition, comprehension of the animation was related to the quality of self-generated drawings. Specifically, the depiction of information characterized by low perceptual salience but high conceptual relevance to the phenomenon predicted comprehension and retention over time.  相似文献   
3.
Abstract

This study, generated from considerations of embodied cognition, observational learning, and cognitive load theory, investigated the effect of mimicking gestures on learning to play piano tasks. Fifty university students from an Australian University, with two different levels of piano-playing experience, were randomly assigned to one of the two different gesturing conditions in a 2 (gestures vs. no-gestures) × 2 (novice vs. more expertise) design. All groups viewed an animated video presentation of four musical scores being played on a piano with the hand motions visible, accompanied by the sounds of the notes played. Participants in the gesturing condition were required to gesture while watching the presentations, but in the no-gesturing condition, gesturing was prohibited. Test results indicated a significant learning advantage to gesturing with reduced cognitive load. It was also evident that the efficacy of gesturing was influenced by learner expertise and task complexity.  相似文献   
4.
Information and communication technology (ICT) is a natural part of most people's everyday life, and has also been introduced in schools. Previous studies have tended to focus on issues related to competency of teachers and lack of computer technology in schools. Focus now seems to be moving towards studies that help us understand how ICT may be used to enhance students learning. This article explores the learning environment Radioactivity from the Norwegian Viten project in order to provide insights into how features of the environment may influence student learning. A characteristic of the features of Radioactivity is provided and discussed in light of a set of quality principles for digital learning resources developed by the British Educational Communications and Technology Agency.  相似文献   
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Animation has an inherent advantage over static graphics when presenting dynamic content because it provides a more accurate and realistic depiction. Simultaneously, animation has an inherent disadvantage because most animated information is perceptually transient. In this quasi-experimental study, cognitive load theory was used to investigate the extent to which animation’s transience could be ameliorated with the incorporation of a pause/play feature or a tracing feature that lets previous information remain visually available on screen instead of disappearing after a brief display. Continuous animation, animation with pause/play and their equivalent static graphics, each designed with either a trace or no trace, were used to instruct 228 post-secondary technical education students on how an electrical circuit works. All formats were accompanied with the same on-screen text. The pattern of results, especially the interactions, indicated that animation with a pause/play format obtained the highest efficiency in the no tracing condition, while the continuous animation format obtained the highest efficiency in the tracing condition. These results suggest that by restructuring the dynamic information, the negative instructional consequences of the transient nature of animation can be counteracted to make it more efficient for learning than static graphics.  相似文献   
7.
中国的动画发展至今已有十几个年头,在此期间,各类艺术院校以及一些综合类大学也都先后开设了动画专业。由此就引发了一系列的问题,在众多师资力量雄厚,设备先进的公办院校和各类艺术院校的人才竞争中,民办本科院校的优势是什么,人才培养定位是什么,动画专业的设置如何能做到课程体系的市场化。本文通过对专业课程教学体系改革如何应对市场化这一问题的分析研究,以促进高校动画教育的快速发展。  相似文献   
8.
Three‐dimensional (3D) digital animations were used to teach the human musculoskeletal system to first year kinesiology students. The purpose of this study was to assess the effectiveness of this method by comparing two groups from two different academic years during two of their official required anatomy examinations (trunk and upper limb assessments). During the upper limb section, the teacher used two‐dimensional (2D) drawings embedded into PowerPoint® slides and 3D digital animations for the first group (2D group) and the second (3D group), respectively. The same 3D digital animations were used for both groups during the trunk section. The only difference between the two was the multimedia used to present the information during the upper limb section. The 2D group surprisingly outperformed the 3D group on the trunk assessment. On the upper limb assessment no difference in the scores on the overall anatomy examination was found. However, the 3D group outperformed the 2D group in questions requiring spatial ability. Data supported that 3D digital animations were effective instructional multimedia material tools in teaching human anatomy especially in recalling anatomical knowledge requiring spatial ability. The importance of evaluating the effectiveness of a new instructional material outside laboratory environment (e.g., after a complete semester and on official examinations) was discussed. Anat Sci Educ 7: 430–437. © 2014 American Association of Anatomists.  相似文献   
9.
建模是三维制作的基础.NURBS曲线建模是目前比较流行的建模方式,它能产生平滑连续的曲面,使用数学函数来定义曲线和曲面,可在不改变外形的前提下自由控制曲面的精细程度.本文结合具体实例,阐释NURBS建模技术的主要思路及其流程.  相似文献   
10.
Learning chemistry requires students to relate chemical equations and other symbolic notation both to molecular or atomic events and to macroscopic laboratory observations and data. Traditionally, textbooks have provided symbolic notation with minimal pictures of either microscopic events or macroscopic events leaving the teacher and student to conjure these pictures from words. This paper describes the design of several CD-ROMs with very different strategies and focus for teaching general chemistry with large databases of visual information. Teacher tools for preparation facilitate the planning of more hands-on laboratory experiences and live demonstrations to develop laboratory observation skills. Presentation materials provide animations of abstract microscopic events and concepts to help teachers explain these molecular and atomic events. Students improve observation skills in laboratories with supplemental computer tutorials that mimic the decision making required for laboratory tasks in a virtual laboratory, but students reinforce the experience and learn techniques with practice in a real laboratory. New college textbooks on CD-ROM, that integrate the molecular animations and laboratory experiments with the introduction of new terms and symbolic representations, portend large changes in all textbooks.  相似文献   
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